Jeff Zandi is a four time pro tour veteran who has been playing Magic since 1994. Jeff is a level two DCI judge and has been judging everything from small local tournaments to pro tour events.

Jeff is from Coppell, Texas, a suburb of Dallas, where his upstairs game room has been the "Guildhall", the home of the Texas Guildmages, since the team formed in 1996. One of the original founders of the team, Jeff Zandi is the team's administrator, and is proud to continue the team's tradition of having players in every pro tour from the first event in 1996 to the present.


 

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January 2, 2004 
 
Rochester Drafting in a Booster Draft World
 

Making the move to Rochester drafting from booster drafting in the age of Mirrodin is a tricky thing. According to the experts, there are three profound truths regarding Rochester drafting. First, Rochester drafting is meant to produce decks that are more powerful overall than those produced from booster drafts. Second, Rochester drafting is considered the most skill-intensive form of limited play. Finally, Rochester drafting allows and at the same time requires a high level of cooperation between drafters at the table. In my experience, I have had reason to doubt every one of these truths.

 

Thanks to the fine people at Wizards of the Coast and their crack team of computer programmers, Mirrodin finally became available for Magic Online about a month ago. This was very important for me because while it’s easy enough to get a “3D” (some people prefer the terminology choice of “real life”) Mirrodin booster draft going, not that many players in my vicinity likes to Rochester draft. Preparing for Pro Tour Amsterdam requires lots of practice, and I am truly thankful that Mirrodin has finally arrived on Magic Online regardless of the lengthy delay. Along with a pair of recent top eight Rochester drafts at the end of two recent Mirrodin sealed deck PTQs (I won one of these top eights, making Amsterdam my fifth pro tour event), I have played in a Mirrodin Rochester draft almost every day online since the first of December. Nothing about my record or rating makes me an expert in this format, but I continue to learn from the best. Here are some things I’ve learned.

 

The second Profound Truth about Rochester draft is certainly a subjective issue. We don’t need to argue about the relative skill needed to Rochester draft or booster draft Mirrodin successfully. No matter which side you fall on this argument, don’t kid yourself, both draft formats require a lot of skill. I’ve found that the things that you have to think about when going from booster draft to Rochester draft with three packs of Mirrodin have a lot more to do with Profound Truths numbers one and three.

 

First, a lot of players have found themselves scratching their heads after a Mirrodin Rochester draft wondering about the first Profound Truth of Rochester drafting. Often, my Mirrodin Rochester deck is not as powerful as my Mirrodin booster draft decks. Why is that? It’s a hard question, but I think one reason is all about the importance of color. In Mirrodin booster draft, grabbing a colored card may be the last thing you want to do with your first pick. You’re looking for Loxodon Warhammer, Bonesplitter, or some other high quality Equipment. These are obviously fine first picks in Rochester draft too, but alas, old habits die hard, and one habit, in Rochester drafting, is to select a color right away and stick to it. In booster draft, you are working hard to stay flexible. If you do go strongly into a color in the first booster pack, you certainly try not to fall into a second color right away. In Rochester draft, whether or not you grab a color right away, the players on either side of you probably are, and their color decisions strongly affect your color decisions. It’s kind of strange that color is such an important consideration in Mirrodin. Early in Mirrodin drafting orthodoxy, the idea was that because of the large number of colorless cards (colorless at least in respect to their casting cost) you could easily draft three color decks and lean on the existence of colored mana producing Myr and Talismans to help you achieve the colored mana that you would need for the relatively small number of cards in your deck that actually needed colored mana. A few months later, experience has proven that the best decks will be limited to two colors. A very talented teammate here in Texas that will make Amsterdam his first pro tour event says that the last thing he wants to do with a pick in the first pack of a booster draft is attach himself strongly to a color. He is all about making the most of the opportunity of opening a powerful card in the second or third pack. Because he doesn’t get married to a color any sooner than he absolutely has to, he has the ability to add a very powerful first pick in the last booster pack without being as likely to stray into a third color. The problems of colored mana are really the same in Mirrodin Rochester draft decks as in any other format. The problem is simple, if you don’t get the colored mana you need for your deck, you will most likely lose. The fact that you have less cards in your deck that need colored mana is not a good enough reason to play three colors. So why does your Rochester draft lead its players so much more quickly to locking into colors than booster draft? The issue may be secrecy. Expert booster drafting is about sending signals with the cards that you leave in the booster as you pass it to the player behind you. Let’s face it, signals are harder to send and to understand in the early choices when you play with a  set as full of colorless cards as Mirrodin. If you open a pack, take a great first pick and ship fourteen cards that includes Spikeshot Goblin, all three uncommons and the rare, the player next to you MIGHT figure out that you took a Bonesplitter, but then again he might not. I suppose you have sent a strong enough signal that you are not red, but we’re still talking about a different kind of draft signal than that possible in previous sets. In Rochester draft, your first pick of a Bonesplitter is also less useful as a signal to your fellow drafters.

 

 

Profound Truth about Rochester drafting instructs us that cooperation is incredibly important. I won’t argue with this in the ideal sense. In a good article recently, Ken Krouner reminded us that when a couple of players fail to cooperate during a Rochester draft, the result can be one side of the table ending up with much better, more streamlined decks with better synergy than the decks on the side of the table with bad color cooperation. On the other hand, some people think the first colored card you draft locks you into that color throughout the draft regardless of how many packs have been opened. If your first colored cards are top picks like Spikeshot Goblin or Shatter, then it’s probably fair to say you are anchoring yourself in red. Same goes for blue if your first couple of picks include Somber Hoverguard and Neurok Spy. On the other hand, if your first colored card is a late pick Battlegrowth or Nim Lasher, I do not believe that you should be considered to have “locked into” either green or black. The real problem with cooperation is NOT when the player to your right takes a colored card and then you draft a card of the same color, although this is certainly far from optimal. The real problem comes when you draft a colored card that is not likely to be included in your deck when the player next to you who would draft next wants that card. This is hate-drafting, and the experts are pretty much in agreement that you shouldn’t do it. Cooperation is definitely one area where Rochester drafting clearly requires more skill than booster drafting. However, if you don’t know how to cooperate with colors in a booster draft, your lack of skill may remain a secret to a certain degree. In Rochester draft, all of your decisions are made in full view of the other seven drafters.

 

I believe that unless cooperation is good in your Rochester draft, the decks produced will not be particularly stronger than if the same packs had been booster drafted. With strong cooperation, which probably requires that everyone at the table be of a high play level, Mirrodin Rochester draft can result in five or six of the eight draft decks being significantly more powerful than they would have been from a booster draft with the same packs. In the end, the biggest problems you have to overcome when moving from Mirrodin booster draft to Mirrodin Rochester draft is a combination of cooperation and deciding when to select your colors. It’s harder in Rochester to wait on your commitment to a color or colors, but the longer you can wait, the better. You better be ready to cooperate with the players next to you in Rochester, and you better not hate-draft, but at the same time, don’t let the players next to you bully you out of a color choice just because you have already drafted meaningless cards in another color.

 

 

Jeff Zandi

Texas Guildmages

Level II DCI Judge

jeffzandi@thoughtcastle.com 

 

 

 

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